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Difference between revisions of "Tyroxin/Buddelkiste"

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==Overview==
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==Engineer==
A support Firebrand build for WvW. Provides a large amount of {{tooltip|Stability}}, powerful healing, cleansing and boon support.
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The vast majority of Engineers in PvP are playing power-based specs focusing on burst damage with minimal sustain. They have plenty of unique buffs from traits and signets that could help us identify what we're up against.
  
 
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{|class="wikitable"
==Skill Bar==
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! build !! Specs !! Notes
{{Skill bar
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|-
| profession = Guardian
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|'''Power''' || {{Tooltip|Engineer profession|Engineer/all}} || check their buff bar for {{Trait|Explosive Entrance}}, this means they are running {{Tooltip|Explosives}}. Usually a sign of a squishy but high damage power build.
| specialization = Firebrand
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|-
| weapon1 = staff
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| || {{Tooltip|Scrapper profession|Scrapper}} || if they have Explosive Entrance expect a low sustain [[Build:Scrapper_-_Burst_Gyro_Scrapper|high damage build]] with {{Skill|Grenade Kit}} and/or heavy point-blank AoE from gyros.
| weapon2 =
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|-
| weapon3 = mace
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| || {{Tooltip|Holosmith profession|Holosmith}}: || expect Holosmiths to run high damage, low sustain builds. Their bunker builds are dead and condi was always niche. They'll roam the map and attempt to +1 fights, but better ones could also take some 1v1s. They're generally weak to conditions, but the {{Tooltip|Tools}} variant fares better against them. You can spot a [[Build:Holosmith_-_Power_Tools_Holo|Tools holo]] from their frequent but short duration {{Tooltip|Vigor}} procs or {{Trait|Kinetic Battery}} charges.
| weapon4 = shield
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|-
| healing = Mantra of Solace
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| || {{Tooltip|Mechanist profession|Mechanist}}: || once again, keep an eye out for {{Trait|Explosive Entrance}}. Low sustain, high mobility, moderate ranged damage. There aren't a lot of [[Build:Mechanist_-_Explosive_Rifle_Mecha|Rifle Mechanists]] in ranked these days however.
| utility1 = "Stand Your Ground!"
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|-
| utility2 = Signet of Mercy
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| '''Condition''' || {{Tooltip|Mechanist profession|Mechanist}}: || check their buffs for {{Skill|Superconducting Signet}}. These are midrange jack-of-all-trades, master of none specs. Can perform a variety of roles, their damage depends a lot on their Mech and the Superconducting Signet. Low sustain, high mobility, decent damage in medium range to close range. Check out [[Build:Mechanist_-_Condi_Mechanist|this build]] for more details.
| utility3 = Hallowed Ground
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|-
| elite = Mantra of Liberation
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| '''Bunker''' || {{Tooltip|Scrapper profession|Scrapper}} || if the Explosive Entrance buff is missing there's a chance that they are playing a bunker build. Be careful in melee especially when contesting a point as they're still able to do high damage by overlapping various AoE skills such as {{Skill|Acid Bomb}} and {{Skill|Thunderclap}}.
}}
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|-
 
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| || {{Tooltip|Mechanist profession|Mechanist}}: || if none of the above mentioned signs are present, assume it's a [[Build:Mechanist_-_Bunker_Mecha|bunker build]]. Low damage, medium sustain, sits on node and either stalls or tries to win over time. Destroying their Mech reduces their sustain and takes away their killpotential.
===Skill Variants===
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|}
;Weapon Variants
 
* '''Axe''' provides excellent CC but at a short range
 
** Recommended for smaller numbers
 
;Utility Variants
 
* {{Skill|Mantra of Lore}} swap {{Skill|Signet of Mercy}} if condition clear is needed or the rez is unneeded.
 
 
 
==Template Code==
 
{{TemplateCode|
 
code = [&DQExGS4rPjpLFwAANgEAAEsBAAAyAQAAGBYAAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
 
 
==Specializations==
 
{{Specialization|Honor|top|mid|top}}
 
{{Specialization|Virtues|bot|mid|mid}}
 
{{Specialization|Firebrand|mid|mid|bot}}
 
'''Variants'''
 
* {{Trait|Weighty Terms}} can be useful for lower {{Skill|Mantra of Liberation}} cooldown, especially if {{Tooltip|Quickness}} is already covered
 
 
 
==Equipment==
 
{{PvE equipment
 
| weight = Heavy
 
| stats = Minstrel
 
| rune = Superior Rune of Durability
 
| rune-qt = 6
 
| weapon1 = Staff
 
| weapon2 =
 
| sigil1 = Superior Sigil of Transference
 
| sigil2 = Superior Sigil of Energy
 
| weapon3 = Mace
 
| weapon4 = Shield
 
| sigil3 = Superior Sigil of Transference
 
| sigil4 = Superior Sigil of Energy
 
| infusion1 = Concentration WvW Infusion
 
| infusion1-qt = 18
 
}}
 
 
 
{{Collapsible
 
|width=50
 
|collapsed=false
 
|header=Equipment Variants
 
|
 
|
 
;Stats
 
* '''Healing''' infusions are also a viable choice
 
;Sigils
 
* {{Sigil|Superior Sigil of Concentration}} for higher {{Tooltip|Stability}} uptime
 
;Runes
 
* {{Rune|Superior Rune of the Monk}} better healing but less boons, boon uptime and survivability
 
}}
 
 
 
===Consumables===
 
* {{Food|Bowl of Fruit Salad with Mint Garnish}}
 
** {{Food|Delicious Rice Ball}} personal food option
 
* {{Utility|Bountiful Maintenance Oil}}
 
 
 
==General Usage==
 
=== ===
 
====Overall Priorities====
 
;High
 
* Apply {{Tooltip|Stability}} for allies
 
* Stunbreak caught allies
 
* Resurrect downed allies with {{Skill|Signet of Mercy}}
 
;Moderate
 
* Condition clear {{Tooltip|Immobilize}} from allies
 
* CC enemy players in allied spikes
 
* Heal allied players
 
* Apply primary boons to allied players
 
;Low
 
* Apply cover boons to allied players
 
 
 
====Surviving====
 
* This build has high passive defense
 
* This build has no mobility skill access, staying very close to your tag and group is critical
 
* This builds' active defenses are strong, but ideally saved for your group and not used selfishly
 
** Use {{Skill|"Stand Your Ground!"}} as a stunbreak, but only if your entire party is in range and outside of {{Skill|Winds of Disenchantment}}. Otherwise use {{Skill|Mantra of Liberation}}
 
** If you are low on healing or pressured by conditions, use {{Skill|Tome of Resolve}} and its related skills
 
 
 
===Detailed Explanations===
 
====Applying Stability for allies====
 
* Apply {{Tooltip|Stability}} before allies get caught by enemy CC
 
* Enemy CC is most likely to land when they spike your group, your group is moving through theirs, or your group is moving away from theirs.  
 
* Be careful not to apply {{Tooltip|Stability}}, especially from {{Skill|"Stand Your Ground!"}}, while your allies are under the effect of {{Tooltip|Winds of Disenchantment}}
 
 
 
{{Collapsible
 
|width=85
 
|;{{Tooltip|Stability}} skills by priority
 
|
 
* {{Skill|"Stand Your Ground!"}}
 
* {{Skill|Tome of Courage}} + {{Tooltip|Epilogue Unbroken Lines}} + {{Tooltip|Chapter 1 Unflinching Charge}}
 
* {{Skill|Hallowed Ground}}
 
* {{Skill|Mantra of Liberation}}
 
}}
 
 
 
====Stunbreaking caught allies====
 
* {{Skill|Mantra of Liberation}} is your group stunbreak, use its charges very carefully - the cooldown is too long to waste them
 
* Allies are most likely to be CCed at the same times they need {{Tooltip|Stability}} or while they are the focus target.
 
* Turn your camera, make use of a “Look Behind” keybind and listen to voice communications to pay attention to caught allies.
 
* Give them additional support after stunbreaking as needed
 
 
 
====Signet of Mercy====
 
* Watch for low allied health bars to enable precasting (Using the skill before an ally is downed so that it finishes casting on them as soon as they do go down)
 
* Give yourself quickness with {{Skill|Mantra of Solace}} before beginning the cast
 
* Cover the cast with {{Tooltip|Stability}} ({{Skill|"Stand Your Ground!"}} or {{Skill|Mantra of Liberation}} only - the others are too slow)
 
* Make sure to communicate over voice comms. Broadcast that you are beginning, casting and finishing the rez, include the name of the person being rezzed if possible.  
 
* If another player with a higher priority calls they are rezzing at the same time, cancel the rez (“Stow Weapon” keybind or Escape button while in a Tome skill) and communicate the fact you are cancelling.
 
 
 
====Condition clear====
 
* You have limit condition clear compared to other supports, focus on using yours when allies have {{Tooltip|Immobilize}}
 
** Allies are very likely to get {{Tooltip|Immobilize}} at the same times they need {{Tooltip|Stability}}
 
* If allies are not in a {{Skill|Winds of Disenchantment}} and close by, prioritize resistance from '''Chapter 4 Stalwart Stand'''
 
* If allies are too far for '''Chapter 4 Stalwart Stand''' or in a {{Skill|Winds of Disenchantment}}, use {{Skill|Tome of Resolve}} and related skills
 
 
 
;Condition clear skills by priority
 
* {{Skill|Mantra of Lore}} (if applicable)
 
* {{Skill|Tome of Courage}} + '''Chapter 4 Stalwart Stand''' (Only outside of {{Skill|Winds of Disenchantment}})
 
* {{Skill|Tome of Resolve}} (to proc {{Trait|Absolute Resolve}}
 
* {{Tooltip|Epilogue Eternal Oasis}}
 
* {{Tooltip|Chapter 2 Radiant Recovery}}
 
* {{Skill|Symbol of Swiftness}} {{to}} {{Skill|Holy Strike}} (Blast finisher)
 
 
 
====CC====
 
* Use your CC when:
 
** Your group calls a spike:
 
*** Winds - {{Skill|Winds of Disenchantment}}
 
*** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}}
 
*** Shades - {{Skill|Desert Shroud}}
 
*** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}}
 
** On top of enemy downs (while alive players are on top of them)
 
** Enemy groups moving defensively while your group is pushing
 
 
 
;CC skills by priority
 
* {{Skill|Blazing Edge}} (if applicable)
 
* {{Skill|Line of Warding}}
 
* {{Tooltip|Chapter 3 Heated Rebuke}}
 
* {{Tooltip|Chapter 2 Daring Challenge}}
 
 
 
====Heal allied players====
 
* Be careful when healing others, {{Skill|Empower}} and {{Trait|Selfless Daring}} are powerful heals but can easily leave you out of position if misused
 
* Give yourself quickness with {{Skill|Mantra of Solace}} before casting {{Skill|Empower}}
 
 
 
;Heal skills by priority
 
* {{Skill|Empower}} (if you have time to finish cast)
 
* {{Skill|Holy Strike}}
 
* {{Skill|Shield of Absorption}} (only if the knockback isn’t disruptive)
 
* '''Dodge''' ({{Trait|Selfless Daring}})
 
* {{Skill|Tome of Resolve}}
 
** {{Tooltip|Epilogue Eternal Oasis}}
 
** {{Tooltip|Chapter 4 Shining River}}
 
** {{Tooltip|Chapter 1 Desert Bloom}}
 
* {{Tooltip|Aegis}}
 
** {{Skill|Protector's Strike}}
 
** {{Skill|Mantra of Solace}}
 
** {{Skill|Shield of Judgment}}
 
* {{Tooltip|Regeneration}}
 
** {{Skill|Symbol of Faith}}
 
 
 
====Apply primary boons to allied players====
 
* Defensive boons like {{Tooltip|Protection}} or {{Tooltip|Aegis}} should be prioritized when your group is on the defensive
 
* Offensive boons like {{Tooltip|Might}} and {{Tooltip|Quickness}} should be prioritized when your group is on the offensive
 
** Especially as your group spikes, try to always use a charge of {{Skill|Mantra of Solace}}
 
 
 
;Primary boon skills by priority
 
* {{Skill|Mantra of Solace}} - {{Tooltip|Quickness}} + {{Tooltip|Aegis}}
 
* {{Skill|Empower}} - {{Tooltip|Might}}
 
* {{Skill|Protector's Strike}} -  {{Tooltip|Protection}} + {{Tooltip|Aegis}}
 
* {{Skill|Shield of Judgment}} - {{Tooltip|Protection}} + {{Tooltip|Aegis}}
 
 
 
====Apply cover boons to allied players====
 
* Cover boons are low value boons applied to soak strips instead of critical boons like {{Tooltip|Stability}}
 
* While most boon rips randomly choose from the boons on a target, boon corrupts always work on a first in, last out priority.
 
** This means that cover boons should be applied ''after'' primary boons when possible
 
 
 
;Cover boon skills by priority====
 
* {{Tooltip|Chapter 3 Azure Sun}} - {{Tooltip|Vigor}} + {{Tooltip|Regeneration}}
 
* {{Skill|Symbol of Swiftness}} - {{Tooltip|Swiftness}}
 
* {{Skill|Symbol of Vengeance}} - {{Tooltip|Fury}} (if applicable)
 
* {{Skill|Symbol of Faith}} - {{Tooltip|Regeneration}}
 
 
 
===Settings===
 
* Under '''General Options / User Interface''' check '''Always show squad health bars''' and '''Always show party health bars'''. These will make it much easier to keep track of who needs your support.
 
* Also under '''General Options / User Interface''' turn on '''Thick party health bars'''
 
** '''Thick squad health bars''' can be used too as a matter of personal preference, but is not recommended for large numbers
 
* Under '''Squad Options''' uncheck '''View as a grid'''. This will allow you to keep track of your allies' boons, conditions and health, enabling a better decision-making and skill management.
 

Revision as of 14:55, 9 March 2023

Engineer

The vast majority of Engineers in PvP are playing power-based specs focusing on burst damage with minimal sustain. They have plenty of unique buffs from traits and signets that could help us identify what we're up against.

build Specs Notes
Power Engineer/all Engineer/all check their buff bar for Explosive Entrance, this means they are running Explosives Explosives. Usually a sign of a squishy but high damage power build.
Scrapper Scrapper if they have Explosive Entrance expect a low sustain high damage build with Grenade Kit and/or heavy point-blank AoE from gyros.
Holosmith Holosmith: expect Holosmiths to run high damage, low sustain builds. Their bunker builds are dead and condi was always niche. They'll roam the map and attempt to +1 fights, but better ones could also take some 1v1s. They're generally weak to conditions, but the Tools Tools variant fares better against them. You can spot a Tools holo from their frequent but short duration Vigor Vigor procs or Kinetic Battery charges.
Mechanist Mechanist: once again, keep an eye out for Explosive Entrance. Low sustain, high mobility, moderate ranged damage. There aren't a lot of Rifle Mechanists in ranked these days however.
Condition Mechanist Mechanist: check their buffs for Superconducting Signet. These are midrange jack-of-all-trades, master of none specs. Can perform a variety of roles, their damage depends a lot on their Mech and the Superconducting Signet. Low sustain, high mobility, decent damage in medium range to close range. Check out this build for more details.
Bunker Scrapper Scrapper if the Explosive Entrance buff is missing there's a chance that they are playing a bunker build. Be careful in melee especially when contesting a point as they're still able to do high damage by overlapping various AoE skills such as Acid Bomb and Thunderclap.
Mechanist Mechanist: if none of the above mentioned signs are present, assume it's a bunker build. Low damage, medium sustain, sits on node and either stalls or tries to win over time. Destroying their Mech reduces their sustain and takes away their killpotential.
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